﻿using System;
using UnityEngine.Networking;

public class FunctionModule : Entity, IEditable
{
    void IEditable.OnEditorGUI()
    {
        this.OnEditorGUI();
    }

    public override void OnDeserialize(NetworkReader reader, bool initialState)
    {
        base.OnDeserialize(reader, initialState);
    }

    protected virtual void OnEditorGUI()
    {
    }

    public override bool OnSerialize(NetworkWriter writer, bool forceAll)
    {
        bool flag;
        bool flag2 = base.OnSerialize(writer, forceAll);
        return (flag | flag2);
    }

    private void UNetVersion()
    {
    }
}

